/*
 * Copyright (C) 2005 - 2013 MaNGOS <http://www.getmangos.com/>
 *
 * Copyright (C) 2008 - 2013 Trinity <http://www.trinitycore.org/>
 *
 * Copyright (C) 2006 - 2013 ScriptDev2 <http://www.scriptdev2.com/>
 *
 * Copyright (C) 2010 - 2013 ProjectSkyfire <http://www.projectskyfire.org/>
 *
 * Copyright (C) 2011 - 2013 ArkCORE <http://www.arkania.net/>
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; either version 2 of the License, or
 * (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
 */

#include "ScriptPCH.h"

enum Spells
{
    SPELL_CHARGE = 22911, SPELL_CLEAVE = 40504, SPELL_DEMORALIZING_SHOUT = 23511, SPELL_ENRAGE = 8599, SPELL_WHIRLWIND1 = 15589, SPELL_WHIRLWIND2 = 13736, SPELL_NORTH_MARSHAL = 45828, SPELL_SOUTH_MARSHAL = 45829, SPELL_STONEHEARTH_MARSHAL = 45830, SPELL_ICEWING_MARSHAL = 45831, SPELL_ICEBLOOD_WARMASTER = 45822, SPELL_TOWER_POINT_WARMASTER = 45823, SPELL_WEST_FROSTWOLF_WARMASTER = 45824, SPELL_EAST_FROSTWOLF_WARMASTER = 45826
};

enum Creatures
{
    NPC_NORTH_MARSHAL = 14762, NPC_SOUTH_MARSHAL = 14763, NPC_ICEWING_MARSHAL = 14764, NPC_STONEHEARTH_MARSHAL = 14765, NPC_EAST_FROSTWOLF_WARMASTER = 14772, NPC_ICEBLOOD_WARMASTER = 14773, NPC_TOWER_POINT_WARMASTER = 14776, NPC_WEST_FROSTWOLF_WARMASTER = 14777
};

class mob_av_marshal_or_warmaster: public CreatureScript
{
public:

    mob_av_marshal_or_warmaster () :
            CreatureScript("mob_av_marshal_or_warmaster")
    {
    }

    struct mob_av_marshal_or_warmasterAI: public ScriptedAI
    {
        mob_av_marshal_or_warmasterAI (Creature *c) :
                ScriptedAI(c)
        {
        }

        uint32 uiChargeTimer;
        uint32 uiCleaveTimer;
        uint32 uiDemoralizingShoutTimer;
        uint32 uiWhirlwind1Timer;
        uint32 uiWhirlwind2Timer;
        uint32 uiEnrageTimer;
        uint32 uiResetTimer;

        bool bHasAura;

        void Reset ()
        {
            uiChargeTimer = urand(2 * IN_MILLISECONDS, 12 * IN_MILLISECONDS);
            uiCleaveTimer = urand(1 * IN_MILLISECONDS, 11 * IN_MILLISECONDS);
            uiDemoralizingShoutTimer = urand(2 * IN_MILLISECONDS, 2 * IN_MILLISECONDS);
            uiWhirlwind1Timer = urand(1 * IN_MILLISECONDS, 12 * IN_MILLISECONDS);
            uiWhirlwind2Timer = urand(5 * IN_MILLISECONDS, 20 * IN_MILLISECONDS);
            uiEnrageTimer = urand(5 * IN_MILLISECONDS, 20 * IN_MILLISECONDS);
            uiResetTimer = 5 * IN_MILLISECONDS;

            bHasAura = false;
        }

        void JustRespawned ()
        {
            Reset();
        }

        void UpdateAI (const uint32 diff)
        {
            if (!bHasAura)
            {
                switch (me->GetEntry())
                {
                case NPC_NORTH_MARSHAL:
                    DoCast(me, SPELL_NORTH_MARSHAL);
                    break;
                case NPC_SOUTH_MARSHAL:
                    DoCast(me, SPELL_SOUTH_MARSHAL);
                    break;
                case NPC_STONEHEARTH_MARSHAL:
                    DoCast(me, SPELL_STONEHEARTH_MARSHAL);
                    break;
                case NPC_ICEWING_MARSHAL:
                    DoCast(me, SPELL_ICEWING_MARSHAL);
                    break;
                case NPC_EAST_FROSTWOLF_WARMASTER:
                    DoCast(me, SPELL_EAST_FROSTWOLF_WARMASTER);
                    break;
                case NPC_WEST_FROSTWOLF_WARMASTER:
                    DoCast(me, SPELL_WEST_FROSTWOLF_WARMASTER);
                    break;
                case NPC_ICEBLOOD_WARMASTER:
                    DoCast(me, SPELL_ICEBLOOD_WARMASTER);
                    break;
                case NPC_TOWER_POINT_WARMASTER:
                    DoCast(me, SPELL_TOWER_POINT_WARMASTER);
                    break;
                }

                bHasAura = true;
            }

            if (!UpdateVictim())
                return;

            if (uiChargeTimer <= diff)
            {
                DoCast(me->getVictim(), SPELL_CHARGE);
                uiChargeTimer = urand(10 * IN_MILLISECONDS, 25 * IN_MILLISECONDS);
            }
            else
                uiChargeTimer -= diff;

            if (uiCleaveTimer <= diff)
            {
                DoCast(me->getVictim(), SPELL_CLEAVE);
                uiCleaveTimer = urand(10 * IN_MILLISECONDS, 16 * IN_MILLISECONDS);
            }
            else
                uiCleaveTimer -= diff;

            if (uiDemoralizingShoutTimer <= diff)
            {
                DoCast(me->getVictim(), SPELL_DEMORALIZING_SHOUT);
                uiDemoralizingShoutTimer = urand(10 * IN_MILLISECONDS, 15 * IN_MILLISECONDS);
            }
            else
                uiDemoralizingShoutTimer -= diff;

            if (uiWhirlwind1Timer <= diff)
            {
                DoCast(me->getVictim(), SPELL_WHIRLWIND1);
                uiWhirlwind1Timer = urand(6 * IN_MILLISECONDS, 20 * IN_MILLISECONDS);
            }
            else
                uiWhirlwind1Timer -= diff;

            if (uiWhirlwind2Timer <= diff)
            {
                DoCast(me->getVictim(), SPELL_WHIRLWIND2);
                uiWhirlwind2Timer = urand(10 * IN_MILLISECONDS, 25 * IN_MILLISECONDS);
            }
            else
                uiWhirlwind2Timer -= diff;

            if (uiEnrageTimer <= diff)
            {
                DoCast(me->getVictim(), SPELL_ENRAGE);
                uiEnrageTimer = urand(10 * IN_MILLISECONDS, 30 * IN_MILLISECONDS);
            }
            else
                uiEnrageTimer -= diff;

            // check if creature is not outside of building
            if (uiResetTimer <= diff)
            {
                if (me->GetDistance2d(me->GetHomePosition().GetPositionX(), me->GetHomePosition().GetPositionY()) > 50)
                    EnterEvadeMode();
                uiResetTimer = 5 * IN_MILLISECONDS;
            }
            else
                uiResetTimer -= diff;

            DoMeleeAttackIfReady();
        }
    };

    CreatureAI* GetAI (Creature* creature) const
    {
        return new mob_av_marshal_or_warmasterAI(creature);
    }
};

void AddSC_alterac_valley ()
{
    new mob_av_marshal_or_warmaster();
}
